You guys need tournament results to know Chun is too good?
She’s definitely top ten. She misses the top five by a little bit IMO. Shadoloo - Balrog + Blanka = CvS2 Top Tier. I guess Chun is right on the tracks of Shadoloo, where she wants to be.
Nothing feels better than when you are crossing up Sagat or Ryu and you hear “Tiger upp…” or “Shoryu…” and it gets stuffed flat out by Chun-Li… ooooooh yeah.
let’s talk about the styles that chun li can play, break it down good
i know how a local chun plays a-groove chun really cautiously as his last char, ratio2, light fireballs from a distance and very rarely playing close up, unless for the SBK trap and aims at hitting the cc, until he is losing and the time is running out.
(i use c-groove chun)
i do play that style as well but very occasionally when i am very ahead of life, and i am much more aggresive, going for the SBK trap whenever possible even when the opponent has a lvl3 (is that smart when i don’t have a lvl2 myself for puffball super?, vs say, blanka /w a lvl3?. i’m not sure if puffball will beat the lightning at that distance), throwing a lot and basically keeping close to the opponent at all times
p-groove chun in a vid i saw did a lot of parry into s.mp into fireball, just basically did a lot of pressuring with s.mp. and did short jump short kick into lightning very occasionally, and short jump light kick for pressure from the front, as well as walking up and throwing a lot
i find myself using c.RH instead of s.mp a lot though, even though i use both, because it has more priority and has more staying power, acting as an anti air if they jump late
well, I use C chun. she’s more solid in that groove imo. C cancel is one of the most damaging in the game. And her lvl1 kick super is one of the most damaging lvl1’s. N groove chun isn’t as solid as C imo. The other grooves, she just doesn’t have her roll. and level one’s which is her main combo finisher.
Get in there with a f+mk; kill anti-airs with fp; abuse standard fp action anyway; use d/f+hk for a bit and only use SBK in combos.
crouching lp > close heavy attack always works out; use it to get into SBK or into Hoyokusen super. Only do it when I charge and have a stock left in N-groove.
I used to have a few good damage A-groove combos for Chun-Li; but my CvS2 is dead now after too much play. lol
So I have to invest into another copy…
I have many ways of getting into a super; not just the common cancelling way.
Usually I do a regular combo that cant be cancelled into a super; but do the super after its finished its animation.
Advantage is that some opponents will usually try and get a counter attack in. So when I use the super; it will most definatly catch them.
Like f+mk > kikoken - super
or just
f+mk - super (ppl tend to go for low attacks more than high ones after this move. So a super after it makes sense. ;))
I also do standing fp - super; but you are gonna have to be pretty close to know if it’s gonna be blocked or not.
today i played a very weird blanka
he kept mashing s.fierce like 3 or 4 times intelligently when i was close, so i could not poke (i think it stuffed my c.wp and c.rh as well as s.mp)
what do u do when u see this ? i’m thinking c.mk but i’m not sure because that’s a pretty slow move to do against a powerful character like blanka /w a super bar
Chun’s cr. RH at least trades with everything I’ve ever put it up against. Plus, for those characters that trade a lot with it (Rock’s j. RH comes to mind), you can use Chun’s walking speed to walk under them as they jump and do it on the other side for a clean hit.
Edit: Kikosho, am I the only one who notices that more than a few poeple seem to have almost identical avs? Viscious Slash is such a bum.
Chun Li’s crouching roundhouse can stuff Blanka’s jumping attacks, or at least trade. Probably the most troublesome is low jump roundhouse because of how fast it comes out, but regular and high jump should not be a problem. Just make sure that he won’t kick you on the head instead of the leg.
i think i came upon something that would help out all chunners who do the SBK trap
use the s.RH kick into SBK instead of the s.FP
whY?
u can cancel off super, and u can also go into the SBK as well as superjump after if you want to run away and win by time out or something of the sort
but maybe it has less priority than the normal s.FP, i’m not too sure. i’m guessing the normal s.FP has slightly more priority, but not enough to warrant not using the s.FK instead because it has more flexibility
ALSO, it deals more damage, and if u mess up and throw the guy, it is harder to tech i think since its a kick throw, and even that kick throw deals more damage
edit: also, i saw some guy in a vid “try” to cancel (down + forward RH overhead) into a super puffball. is there anyway to make that work, or is it just my bad timing that i can’t do this?
i think the easiest way to do it
is to hold 3 seconds down back, let go of the joystick so it goes to neutral, press a the button, move the joystick directly up, then press the other button that executes move.